#version 330

//View-Space directional light
//A unit vector
uniform vec3 u_CameraSpaceDirLight;
//Specular hardness for the specular highlights.  See blinnphong.frag from the previous assignment
uniform float u_SpecHardness;

//Diffuse texture map for the day
uniform sampler2D u_DayDiffuse;
//Ambient texture map for the night side
uniform sampler2D u_Night;
//Color map for the clouds
uniform sampler2D u_Cloud;
//Transparency map for the clouds.  Note that light areas are where clouds are NOT
//Dark areas are were clouds are present
uniform sampler2D u_CloudTrans;
//Mask of which areas of the earth have specularity
//Oceans are specular, landmasses are not
uniform sampler2D u_EarthSpec;
//Displacement map for extra credit
uniform sampler2D u_Disp;

in vec3 fs_Normal;
in vec2 fs_Texcoord;
in vec3 fs_Viewer;

out vec4 out_Color;

void main(void)
{
	out_Color = texture(u_DayDiffuse,fs_Texcoord);
}
